generate contact when body type changes at runtime, decoupling, add first ray cast hit query to world query (more to add later such as sphere/box/convex casts), hotfix

This commit is contained in:
Irlan Robson
2017-01-13 17:17:02 -02:00
parent caa9d703b5
commit 7d0f06fea2
18 changed files with 209 additions and 174 deletions

View File

@ -61,9 +61,9 @@ public:
void RayHit()
{
if (m_rayHit.m_shape)
if (m_rayHit.shape)
{
if (m_rayHit.m_shape->GetBody() != m_character)
if (m_rayHit.shape->GetBody() != m_character)
{
Test::RayHit();
}
@ -72,12 +72,12 @@ public:
void Step()
{
if (m_rayHit.m_shape)
if (m_rayHit.shape)
{
if (m_rayHit.m_shape->GetBody() != m_character)
if (m_rayHit.shape->GetBody() != m_character)
{
b3Vec3 point = m_rayHit.m_point;
b3Vec3 normal = m_rayHit.m_normal;
b3Vec3 point = m_rayHit.point;
b3Vec3 normal = m_rayHit.normal;
const b3Transform& xf = m_character->GetTransform();
b3Vec3 n = point - xf.position;